On Friday 26 May 2006 12:03, Curtis L. Olson wrote: > You would almost have to redo the scenery in the areas with ocean > coverage to include the ocean floor elevation, then draw the ocean as a > seperate layer that can be moved up and down exposing more or less of > the terrain. > > The trick maybe to find a good sea floor elevation database that is > reasonably compatible with SRTM, and mesh the two data sets seamlessly. > > Curt.
I like this idea, as it is a more generic approach and could work for steeper shorelines (like those around KSFO). Smaller layers could then be used to simulate the effects of waves as well, and based on the camera's distance to these layers, we could then play the sounds for wave. Water surface should be handled differently than land right from the beginning. Right now, any plane could land on the water as if the water is a giant runway. By having the water as a separated mesh, we could finally simulate the plane-water interaction properly. I feel that this method would move us into the right direction. Ampere ------------------------------------------------------- All the advantages of Linux Managed Hosting--Without the Cost and Risk! Fully trained technicians. The highest number of Red Hat certifications in the hosting industry. Fanatical Support. Click to learn more http://sel.as-us.falkag.net/sel?cmd=lnk&kid=107521&bid=248729&dat=121642 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel